I have a honeycomb mesh and I simply want to make liquid stick to it, take up the shape of the mesh and shimmer. How do I achieve this. This is similar to, I suppose, liquid sticking to any object. I don’t understand why the tutorials have to be so elaborate. We just want to know the basics of the settings and how different shapes and sizes could affect the animation. Being too elaborate then makes it hard to understand the basics.
👋 hey! Use an increased value for friction on your obstacle. And use viscosity. Force fields can also be helpful for sticking effects. You could try our slime presets as well.
@@FLIPFluids can you do a simple tutorial on how to get fluid to stick to honeycomb or any other objects like the Suzanne, or cube, and then shimmer slightly with fluidity so that people can follow it and sign up to flip fluids. Plus the various settings. What is the friction setting and where would I find it, when do I stop the fluid outflow, what is the min and max distance of the forcefield of the object (you presumably have the object you want fluid to stick to as an object) There is no such tutorial online and I’m sure it would be doing you a favour too. It’s also very very difficult to follow all the settings to not have to re bake millions of times with setting changes and it’s very frustrating.
@@FLIPFluids your tutorial with the number 4 taking on the fluid shape is a forcefield, not an obstacle, although it’s only momentary taking on the shape. Are you now saying use an obstacle item instead?
Though your generous and detail explanation I haven't solve the problem that after I keying the second torus(named torus_fluid) then the first torus movement has changed its movement. As soon as hit play button the first torus fall down out of the ramp as like affected by second torus. How can I solve this? I'm using blender 3.1
Sounds like being a cache problem. We recommend to export the finished simulation as alembic file and bring that back into your scene. This way you will be safe!
Hi!, I'm new to fluids, I'm seeing this flipfluids videos series but I have a question. If I have to fill a glass or jug with liquid. How do I make the fluid fill with the shape of the jug? The jug should be a domain (the less likely)? an outflow? an obstacle? a combination of inflow and outflow? thank you very much! It's an amazing Addon
A domain is always a cube. You have to place an object inside the domain an make it an obstacle. Make sure it is thick enaugh to be water tight. Please, take also a look into the Complete Guide Video tutorials. There it will be explained in detail. Good luck :)
Sir I have a problem that when I used flip fluid on first day it was working fine but after sometime after I baked and deleted cache and opened the file then baked it again the obstacles always gets ignored that were working previous day how to fix it it destroyed all my projects because of this....
One thing that could happen is, that "skip re-export" is enabled for the obstacle. Make also sure that the cach-folder really is empty. You could type in a complete new cache-folder into the addon, too.
Please help... My torus is not rotating like yours. After I rotate it in 90 degrees along x axis, it's going up. It's not following the floor and the ramp. 😢😢😢
19:41 when I rebake the rigid body, the original torus falls off the side of the ramp before entering the domain. I don't see that I did anything differently than you. Why might it be doing that?
Is there any option we can render the fluid in spherical shape I made a scene with waves which is in cubical form so I want to render it in cylindrical so I want to hide the outside mesh and particles.
@@FLIPFluids hey thanks for the reply I have solved that issue I used Boolean for fluid mesh and and for the particles I added a cylinder and assigned outflow for it and in settings allow it only for particles and it worked. thank for amazing add-on ❤️
Hi! I'm having an issue rendering. I'm trying to make my fluid softer by using the Repeat field in the Smooth Modifier as you show in 14:18, and I can see the result in the viewport and also in rendered mode but when I hit Render! It seems like it ignores the value in the Repeat field, even if I apply the modifier, any ideas of what to do to solve this? Thank you! (Blender 2.82a and I'm just rendering a still image)
Sorry for my late answer. I thin one if those little icons from the modifier itself was disabled? The one in visiblity in renderings? Applying will not work, as our addon loads new geometry with each frame ;)
@@FLIPFluids Thank you so much! I really appreciate it. Also, one more question, is you don't mind. How can I create fluid that doesn't move so much? I'm trying to make cologne in a bottle, but it either splashes around a lot, or it's too viscous and doesn't feel realistic. Again, thank you for responding.
This is a fun series to watch, but hard to follow along with. Depending on your level, I would watch a few videos on Mantaflow by the youtube channel Blender Made Easy and Ryan King Art. They both do a good job of explaining the elements of a fluid simulation, then bring this knowledge back to these tutorials (many of the elements are the same). The other thing I have done in my notes is specify which object is selected in the physics tab and which tool panel is being used (sometimes both), this makes it easier to find the subpanels.
There is a bit of assumed knowledge which would make it more complicated. Without knowing Blender and the basics of the physics sims as well, i could see it being a bit hard to follow. Would have been nice to get more of an explanation of why you keep going back to the scene tab to delete and re-bake the objects. Probably covered more in a basic rigid body physics tutorial. Mine completely broke and the water wasn't following the torus. Restarted the tutorial and figured out I needed to disable the skip option to fix.
@@FLIPFluids it is one of the ground breaking addon, and yes it is difficult because fluid, smoke and fire simulation is one of the most complicated scenes and it is not for every one
thanks, always interesting to knowing better about your plugin
Nice
I have a honeycomb mesh and I simply want to make liquid stick to it, take up the shape of the mesh and shimmer. How do I achieve this. This is similar to, I suppose, liquid sticking to any object. I don’t understand why the tutorials have to be so elaborate. We just want to know the basics of the settings and how different shapes and sizes could affect the animation. Being too elaborate then makes it hard to understand the basics.
👋 hey! Use an increased value for friction on your obstacle. And use viscosity. Force fields can also be helpful for sticking effects.
You could try our slime presets as well.
@@FLIPFluids can you do a simple tutorial on how to get fluid to stick to honeycomb or any other objects like the Suzanne, or cube, and then shimmer slightly with fluidity so that people can follow it and sign up to flip fluids. Plus the various settings. What is the friction setting and where would I find it, when do I stop the fluid outflow, what is the min and max distance of the forcefield of the object (you presumably have the object you want fluid to stick to as an object) There is no such tutorial online and I’m sure it would be doing you a favour too. It’s also very very difficult to follow all the settings to not have to re bake millions of times with setting changes and it’s very frustrating.
@@FLIPFluids your tutorial with the number 4 taking on the fluid shape is a forcefield, not an obstacle, although it’s only momentary taking on the shape. Are you now saying use an obstacle item instead?
There are different ways .. you could send us your blend file using the support form and we will try to help :)
Though your generous and detail explanation I haven't solve the problem that after I keying the second torus(named torus_fluid) then the first torus movement has changed its movement. As soon as hit play button the first torus fall down out of the ramp as like affected by second torus. How can I solve this? I'm using blender 3.1
V2.82 works fine! Which version do you recommend most now?
Sounds like being a cache problem. We recommend to export the finished simulation as alembic file and bring that back into your scene. This way you will be safe!
Hi!, I'm new to fluids, I'm seeing this flipfluids videos series but I have a question. If I have to fill a glass or jug with liquid. How do I make the fluid fill with the shape of the jug? The jug should be a domain (the less likely)? an outflow? an obstacle? a combination of inflow and outflow? thank you very much! It's an amazing Addon
A domain is always a cube. You have to place an object inside the domain an make it an obstacle.
Make sure it is thick enaugh to be water tight.
Please, take also a look into the Complete Guide Video tutorials. There it will be explained in detail. Good luck :)
@@FLIPFluids Yes it was many days ago! definitely resolved! I saw all video tutorials, Great add-on. Thanks!
@@FLIPFluids ive been looking for this answer. thanks mr flip. love your addon
Sir I have a problem that when I used flip fluid on first day it was working fine but after sometime after I baked and deleted cache and opened the file then baked it again the obstacles always gets ignored that were working previous day how to fix it it destroyed all my projects because of this....
One thing that could happen is, that "skip re-export" is enabled for the obstacle. Make also sure that the cach-folder really is empty. You could type in a complete new cache-folder into the addon, too.
Please help... My torus is not rotating like yours. After I rotate it in 90 degrees along x axis, it's going up. It's not following the floor and the ramp. 😢😢😢
Are you working with rigidbodies? Is the gravity set correctly to z=-9.81 ? You could also send your blend-file to us.
Please make a tutorial a character walking through fluid
19:41 when I rebake the rigid body, the original torus falls off the side of the ramp before entering the domain. I don't see that I did anything differently than you. Why might it be doing that?
It is not required to re-bake ridig body. Once your RB simulation looks great i can be baked and does not need to be re-baked.
Had similar issues, but increasing the delay for the second torus seems to have solved it.
Is there any option we can render the fluid in spherical shape I made a scene with waves which is in cubical form so I want to render it in cylindrical so I want to hide the outside mesh and particles.
You could use the inverse obstacle feature- or a different meshing volume. Both is explained in our video tutorials. Hope this helps?
@@FLIPFluids hey thanks for the reply I have solved that issue I used Boolean for fluid mesh and and for the particles I added a cylinder and assigned outflow for it and in settings allow it only for particles and it worked. thank for amazing add-on ❤️
Hi! I'm having an issue rendering.
I'm trying to make my fluid softer by using the Repeat field in the Smooth Modifier as you show in 14:18, and I can see the result in the viewport and also in rendered mode but when I hit Render! It seems like it ignores the value in the Repeat field, even if I apply the modifier, any ideas of what to do to solve this? Thank you! (Blender 2.82a and I'm just rendering a still image)
Sorry for my late answer. I thin one if those little icons from the modifier itself was disabled?
The one in visiblity in renderings?
Applying will not work, as our addon loads new geometry with each frame ;)
Can I have particle system instead of water mesh in order to simulate sand?
Actually this addon cannot simulate granular. The FLIP solver is for liquids only.
What if the domain is animated? How do I keep the liquid inside of it?
That will not work! But you can animate a box inside the domain- containing fluids!
Hi, how did you get the effect at 22:36? Will you be making a tutorial or is there any documentation regarding the effect?
Thank you
You are looking for a tutorial about the filled, falling, cube? I will make a notice for the team!
@@FLIPFluids Thank you so much! I really appreciate it.
Also, one more question, is you don't mind.
How can I create fluid that doesn't move so much?
I'm trying to make cologne in a bottle, but it either splashes around a lot, or it's too viscous and doesn't feel realistic.
Again, thank you for responding.
@@Utsab_Giri One idea could be to change the "world-size". This will have an effect on the motion of your fluids.
Make an inverted obstacle, parent an inflow inside with velocity, and animate the obstacle. That's how i would do it
after 13:53 I am just lost .
Why?
@@FLIPFluids too complex also instruction is not clear for me, don't know about others.
This is a fun series to watch, but hard to follow along with. Depending on your level, I would watch a few videos on Mantaflow by the youtube channel Blender Made Easy and Ryan King Art. They both do a good job of explaining the elements of a fluid simulation, then bring this knowledge back to these tutorials (many of the elements are the same). The other thing I have done in my notes is specify which object is selected in the physics tab and which tool panel is being used (sometimes both), this makes it easier to find the subpanels.
There is a bit of assumed knowledge which would make it more complicated.
Without knowing Blender and the basics of the physics sims as well, i could see it being a bit hard to follow.
Would have been nice to get more of an explanation of why you keep going back to the scene tab to delete and re-bake the objects.
Probably covered more in a basic rigid body physics tutorial.
Mine completely broke and the water wasn't following the torus.
Restarted the tutorial and figured out I needed to disable the skip option to fix.
nice thumbnail...... pfff...
Your Tutorials is complicate you need explained more and add-on is not that perfect 👍
Sorry for that, we are giving our best to make all users as happy as possible.
@@FLIPFluids it is one of the ground breaking addon, and yes it is difficult because fluid, smoke and fire simulation is one of the most complicated scenes and it is not for every one